[Z]The Infestor - Fun stuff and other facts - Page 2
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Whole
United States6046 Posts
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onmach
United States1241 Posts
A zerg with medvacs would be a pretty tough cookie to break. Something to keep in mind. | ||
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shawabawa
United Kingdom417 Posts
On June 15 2010 22:52 onmach wrote: Actually, your medvac post made me think. Can you heal spine/spore crawlers with medvacs? They are biological, but they are also structures. Actually I would imagine you could heal any zerg unit or structure if you could heal any of them. A zerg with medvacs would be a pretty tough cookie to break. Something to keep in mind. I haven't tested this but I would guess you can't heal structures. You can heal every zerg unit though. | ||
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figq
12519 Posts
About the infinite mind control exploit, it seems they fixed it, or I'm not doing it right - you can get the NP so close to the load action, that the infestor's tentacle switches from ground up to the dropship, for a moment... but even then the NP just fails. | ||
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YourMom
Romania565 Posts
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codewarrior
United States52 Posts
On June 15 2010 23:18 YourMom wrote: fungal growth cloaked units (i think it also removes cloaking), very useful. FG also hits burrowed units. I don't know if it reveals them, but it stops burrowed roaches from going anywhere. | ||
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figq
12519 Posts
EMP reveals cloaked, but not burrowed. Psi storm does not reveal. All hit though. | ||
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Geo.Rion
7377 Posts
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PointBlank
Canada13 Posts
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P00RKID
United States424 Posts
Also Frenzy stops slows / snares / stuns / mind control, so try using frenzy on a pack of Banelings to keep them from getting slowed by Marauders or an enemy fungal growth. The banelings will also get an extra damage boost but I'm not sure what the number is at in game, but with a little calculation, I think a frenzy baneling will do 25 (+18.75 to light) so 43.75 to light units, enough to kill drones and probes, but not SCV in one hit. With +1 melee 27.25 (+ 21.25light) = 48.5 enough to kill marines (without shields) and SCVs one hit. A Frenzy Baneling will do 100 damage to buildings without upgrades. Supply depot has 350HP. 3banes + 1frenzy bane will do 340 damage, leaving the supply depot at 10hp (14 if you consider armor of the building). This is starting to get into a lot of math and calculations, but you get the idea. Banelings + frenzy has potential. And the frenzy on banelings not only gives them a large damage boost, but gives them a better chance to reach the target, assuming they are using fungal growth, etc. (thus doing more damage just by not dieing before reaching the target) | ||
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figq
12519 Posts
Frenzied Ultralisk kills 1-on-1 Thor who focused it with 250mm Strike Cannons (since the frenzy disables the stun effect and the Ultra can reach the Thor), and survives barely with 2 HP. Frenzy only stops immobilizing side-effects of spells that hit the unit itself, but for example does not break Force Fields, and of course does not prevent any additional damage (from Fungal Growth, 250 Strike Cannons). edit: Frenzied units do not avoid the Vortex trap. ( ! ) | ||
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extempest
Canada77 Posts
also when u NP does the enemy have the sight of the neutral parasited unit? | ||
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firebound12
Canada274 Posts
On June 16 2010 05:30 extempest wrote: a quick question, when you neutral parasite an scv, do you need to NP the whole time when they build the CC? or u could just order it to build CC and leave it and the scv still builds the CC (unless the enemy cancels it). also when u NP does the enemy have the sight of the neutral parasited unit? Have to test for the sight, but scv will stop building if you cancel the NP. the building will be yours. On June 15 2010 23:47 codewarrior wrote: FG also hits burrowed units. I don't know if it reveals them, but it stops burrowed roaches from going anywhere. stop them from burrowing and unburrowing too. Wish it can stop vikings to transform and stalker to blink ![]() also, burrowing your infestor when fighting big battles will mostly prevent ghosts to be blind as to where to EMP! Even if T have detector it is hard to know where to EMP. Snipe and feedback would also be hard to do against burrowed infestor! :D | ||
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Xapti
Canada2473 Posts
This could have use in corruptor-BL play, but i doubt either side has much room for gasy units like ravens and infestors. Not only that, but when it comes to NP a PDD, not only do terrans have a range advantage (9 on vikings and far more than 9 on tanks), but PDDs can be placed BEHIND the units and still protect them. Siege tanks would fry an infestor before it could even NP, let alone stay alive once it NPed (that's pretty much zergs story NP anything, lol. | ||
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Randomaccount#77123
United States5003 Posts
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Wonderballs
Canada253 Posts
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Wonderballs
Canada253 Posts
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VelRa_G
Canada304 Posts
On June 16 2010 08:50 Wonderballs wrote: can you mind control a mind controlling infestor? Yes, it breaks its MC and you MC it | ||
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firebound12
Canada274 Posts
On June 16 2010 08:31 Barrin wrote: It would be cool if you could mind control a medivac/warp prism and then pick up the infestor and run around with it since you're not actually breaking the connection :D You can't pick up with a mind controlled transport. It doesnt break the MC. You cannot MC an already MC'ed infestor, but you can MC the MC'ing infestor. Red and Blue example: > NP being cast 1R -> 2B 1R - 2R 3B -> 1R - 2R 3B - 1B - 2R On June 16 2010 05:30 extempest wrote: also when u NP does the enemy have the sight of the neutral parasited unit? I checked. You lose the sight of that Nped unit Other fun facts Hum... an infestor can frenzy itself so that he cannot be NP or FG'ed ![]() funny graphic bug that came up when I morph NP'ed enemy zergling into baneling (I morphed it when it was running): ![]() | ||
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michaelhasanalias
Korea (South)1231 Posts
I.e., in a ZvZ, NP an enemy's Infestor and use that to NP one of his units? | ||
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